Difference between revisions of "Luck Domain (5A)"

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Starting at 2nd level, you can channel energy to give luck
 
Starting at 2nd level, you can channel energy to give luck
  
:As a reaction when a creature you can see or hear within 30 ft. (including you) fails an ability check, attack roll, or saving throw, you can Channel Divinity to allow the creature to roll again with advantage. They must use the second roll, even if it is worse. When the DM deems appropriate you can also use this for purely random event like luck of the draw or fall of dice and when a creature rolls for a random effect, such as how to act when confused or the result of a wild magic surge.
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:As a reaction when a creature you can see or hear within 30 ft. (including you) fails an ability check, attack roll, or saving throw, you can Channel Divinity to allow the creature to roll again with advantage. They must use the second roll, even if it is worse. When the DM deems appropriate you can also use this for purely random event like luck of the draw or fall of dice and when a creature rolls for a random effect, such as how to act when confused, the result of a wild magic surge, or a draw from a Deck of Many Things, but in this case Bit of Luck only allows a reroll, there is no advantage.
  
 
=== Make a Bet ===
 
=== Make a Bet ===
 
Starting at 6th level, you become exceptionally good at enticing creatures to gamble.  
 
Starting at 6th level, you become exceptionally good at enticing creatures to gamble.  
You can spend an action to convince a creature within 30 ft. you share a language with to bet on an event or to resolve an event by luck of the draw. Make a Charisma (Persuasion) check against their passive Wisdom save, on a success they accept your offer if they find the terms you propose reasonable or else make a counter-offer you can accept or decline. Once the bet is resolved, the loser must give the agreed-upon boon, or all their attack rolls and ability checks against the winner suffer disadvantage. The effect, including consequences, last for 10 minutes.
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You can spend an action to convince a creature within 30 feet you share a language with to bet on an event or to resolve an event by luck of the draw. Make a Charisma (Persuasion) check against their passive Wisdom save, on a success they accept your offer if they find the terms you propose reasonable or else make a counter-offer you can accept or decline. Once the bet is resolved, the loser must give the agreed-upon boon, or all their attack rolls and ability checks against the winner suffer disadvantage. The effect, including consequences, last for a numberof hours equal to your cleric level.
  
 
=== Blessed Strikes ===
 
=== Blessed Strikes ===

Latest revision as of 15:30, 4 July 2024

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This is an original Cleric domain for 5A.

Luck is a profound but elusive power. Does it even exist? Clerics of luck not only believe in luck, but stake their lives on it.

Subclass Features

Luck Domain Spells
Cleric Level Spells
1 Bane, Bless
3 Augury, Find Traps
5 Bestow Curse, Counterspell
7 Death Ward, Freedom of Movement
9 Dispel Evil and Good, Skill Empowerment

Gamer or Gambler

At 1st level when you choose this domain, you gain proficiency with all gaming sets.

Estimate Odds

As a bonus action you can ask the DM the difficulty of an action you describe.

Small Favors

At 1st level, you learn the Blade Ward, Guidiance, and True Strike cantrips. These count as cleric cantrips to you, but they do not count against your number of cantrips known. If you already know one or more of these cantrips, you learn a cleric cantrip for your choice for each of them you already knew.

Channel Divinity: Bit of Luck

Starting at 2nd level, you can channel energy to give luck

As a reaction when a creature you can see or hear within 30 ft. (including you) fails an ability check, attack roll, or saving throw, you can Channel Divinity to allow the creature to roll again with advantage. They must use the second roll, even if it is worse. When the DM deems appropriate you can also use this for purely random event like luck of the draw or fall of dice and when a creature rolls for a random effect, such as how to act when confused, the result of a wild magic surge, or a draw from a Deck of Many Things, but in this case Bit of Luck only allows a reroll, there is no advantage.

Make a Bet

Starting at 6th level, you become exceptionally good at enticing creatures to gamble. You can spend an action to convince a creature within 30 feet you share a language with to bet on an event or to resolve an event by luck of the draw. Make a Charisma (Persuasion) check against their passive Wisdom save, on a success they accept your offer if they find the terms you propose reasonable or else make a counter-offer you can accept or decline. Once the bet is resolved, the loser must give the agreed-upon boon, or all their attack rolls and ability checks against the winner suffer disadvantage. The effect, including consequences, last for a numberof hours equal to your cleric level.

Blessed Strikes

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Confident Luck

Starting at 17th level, when you use Bit of Luck, there is no reroll. Instead you determine the die result.